A nativized Blueprint cannot currently invoke a non-public BlueprintCallable function that's defined in native C++ code without resulting in a C++ compile error. Example: APlayerController::PlayDyn ...
"If a blueprint implements an interface function that returns a value, it is not possible to reference function parameters by right clicking and searching for them. In regular functions, if a functi ...
When creating an actor blueprint the default scene root's category setting provides the option to change its category and provides multiple options. However, if a new component it added, the drop do ...
If a collapsed node graph shares the name of a function that resides in the node graph, it will be renamed along with the collapsed node graph if the Collapsed node graph is renamed. ...
This bug comes from https://udn.unrealengine.com/questions/492861/view.html and is a very similar problem to [Link Removed] The issue is that the code that harvests soft object references stored in ...
FText variables are saved with a Package Namespace stored inside them, that keeps track of the package they were created for. This allows the translation key to stay consistent over time. Blueprint- ...
This is a regression that was introduced alongside a memory optimization for Animation Blueprint assets. Suggested workarounds:Disable "Async Loading Thread Enabled" ORDisable Blueprint nativizati ...
At a licensee, I discovered a problem where Blueprint-created array and map properties are not correctly propagating the ContainsInstancedReferenced property flag. This means that if you create a Ma ...
Using Game Mode instead of Game Mode Base causes the Begin Play event to trigger in a different order. This is shown in the reproduction with the Begin Play of the Player Controller and the Game Mod ...
Attempting to duplicate multiple child components results in an assert being thrown. ...